Sol dust loop setups and instructions

6HS is pointless to start a loop on since people can get out of the stagger before it work (unless you’re playing againts someone that won’t mash out of it). Like what unsmart said, only GV will guarantee out of a 6HS (but again, if that person can mash out, who knows). Try this, 6P -> 5HS -> IAD S -> D into the loop from mid screen.

JP

depending on your distance you can combo 6H into other moves.

such as if you land 6H at a close range, you can combo into Gunflame, then do whatever pretty combo you desire from there.
this is guarnteed as well.

the usefullness of this comes into the factor that 6H is a huge move to use when sol is punshing someone.

for example: Zappa whiff Sword Uppercut, Sol Punishes with 6H into Bandit Bringer loop for 300+ damage.

theres other moves you can combo from 6H gaurnteed but arent as cool as gunflame.

Hey anyone tryed to gunflame after wild throw before combo, it’s so cool and it does 50 dmg.

Just to give me the feel of sol combos, can someone record(Seerd said it) and find a host for multiple dust loops at multiple ranges against characters that fit for the loop to show in seperate files.

Ex1(vid1): of a wild throw against Axl back to corner(1/3 of the screen),
623k, as early as possible gunflame not frc, dash jumping dust, falling dust, jump cancel falling dust, 669j.D-jc,j.S-D, 669j.K-D-jc,j.D, [669j.D,j.D]*2,66k(2 hit to jump-install)8-2H-superjc,j.K-S-jc, j.S-K-D-Volcanic Viper-Tatakki Otoshi

If it is possible that vid would show a lot of stuff for a single dust loop however simple dust loops with input timing on would also show some workable stuff.

Every sol combo video is a dust loop exhibition. I was just going to record one rep with input display on to show timing, but really “as early as you can after you leave the ground” takes care of it.

Practice! Practice! Figure out your own setups. You’ll be a much better player for it.

The first hit of 6HS is better for cancelling things out of it. Harder to recognize and shake, and I’m pretty sure there’s guaranteed stuff anyways on Lv 2 slip recover (GF at close range). And it’d be hard to shake that early, that fast.

Yeah, I’ve done GF after 1 hit from 6HS at close range. If 6HS hits twice, the only thing guaranteed is GV because Sol pushes them away, correct?
Edit: never mind. dashing 6H(2) xx GF worked on lvl 2 slip recover.

Getting a new computer soon… and I’ll record some random dust loop set ups so that the newbies can see some basic stuff.

Juchel.Zero: You can actually combo off of the GF, you know. You can do 5K-2H -> JC, air combo off of it… but it doesn’t score you a knockdown.

Here’s some mid-screen stuff off of wild throw.

If you have 25% tension that’s almost half life for most characters. GF FRC, Bandit Bringer, run in, S©-2H -> JC, j.D, j.D, rj.D, j.D, rj.K-D -> JC, dj.D -> 623S -> 214K.

If you have no tension you can do the j.Dx3 and then dust loop from there… but it only works on certain characters and will take practice to learn.

If you have no tension or just want to play it safe, just do rj.S-D -> JC, dj.S-D -> 623S -> 214K. Works on almost all chars.

Spirit I already did combo off a gunflame it’s just to know if other people did put it into their gameplay. I like the following combo off the wild throw, tell me how you like it: 623K,236P,662H-9,j.S-9,j.S-K-D, wait then whiff bandit revolver under them.

That’s a waste of tension (assuming you FRCed GF) and not even worth doing. You always want to try and do dust loop off of Sol’s command grab because it’s his highest damaging combo. If it’s midscreen and you have no tension, you’ll have to settle for something esle.

What makes your combo highly impractical is that it lacks knockdown. You want knockdown.

Actually spirit, I don’t FRC the GunFlame for that combo, that’s why I find it good in that combo, hell if I FRCed that gunflame I’d go for bandit bringer into dust loop if possible. Now the other part, I just find funny to recover under the opponent, of course knockdown is better and anyway the volcanic viper does more damage. What I found interesting in that combo (if you finish with a knockdown) is that at that range the GunFlame does 50 dmg and takes away as much guard gauge as an air dust(42 dmg) making it a good combo move. The trick with comboing a gunflame not frc and following after is to do it as early as possible so you recover in time to follow with something like 662h-9, j.S-9, dj.S-VV(2)-Tatakki Otoshi(midscreen no tension) or a dust loop setup.

Now with the loop: I practiced the (Jumping Dust, Falling Dust)/(j.K-D-9, dj.S-D)/(j.D-9, dj.S-D) loops and they are nearly all as timing involving if you want the loop to have enough reps to be viable. What I mean is that if you got the dash-jump.D,D loop going consistently you don’t need anything more to do the loop, however for a (K-D-9,dj.S-D, [dashJ.D-9, dj.S-D]*n) loop for example you need to time each of those moves (i.e. the part before the jump cancel as early as possible and the other part as late/delayed as possible to stay low and get enough stun to do another rep). However for a one rep execution the (j.D,D) loop if far harder to time correctly. For that loop I found it is easier to time when jumping off the ground rather than out of a 5H/2H for some reason, can you jump install of nothing(like 92D-236k(1)-RC-> to jump cancel combo)?

My favorite zero tension command throw follow up against everybody but the heavy guys now is (wait till opponent reaches apex of bounce and starts to fall) 669j.S-j.D JC (dj.S-)dj.D 623HS,214K. Against the girls, skip the dj.S. It’s awesome to watch Sol take them across the entire stage. Either the opponent is in the corner, or Sol’s in the corner with the opponent right next to him.

I can now do a jumping dust falling dust rep most of the time, the problem is now the consistancy(1st or second doesn’t come out) and the dashes.

Against light characters you can actualy do GF(No FRC)-669k-j.d-JC-j.s-j.d-VV-knockdown (162 dmg vs millia). But you have to be pretty quick between the GF and the 669 kick.

And about the dust loop, you just have to practice your ass off. Id say about 80% of the practice i do with Sol is dust loops. After awhile you will be able to do it without messing up and eventualy learn ways to adjust to fix broken setups or dust loops.

Is this a dust loop?:

c.D, 236+K(RC), S, D, (land, jump) S, D, (air jump), S, D 236+K.

Thats just a corner juggle, but you can use the same setup to go into dust loop. after you land from c.D-236k(RC)-j.S-j.D you would instead do j.D-j.D time the first jumping dust very early and hit them with the second as they fall. Next you want to start running so tap forward forward diagonal up and dust, then wait till they start falling and hit dust again. Repeat that as many times as possible. The timing on some of it is quite tight but with practice you shouldnt have too much trouble. Also this version only works on medium and heavy weight characters. Light characters are an entirely different story.

Anyone of you saw the potemkin vs sol vid at a-cho ? he has some cool dust loops/setups, including 3 dusts a jump most of the time.

Thanks OWA for your help, I’ve converted that juggle into a loop. Nice one. Now I’m facing a few minor problems with that and a different loop.

Loop and setup No.1: c.D, 236K(RC), S, D, d.j, D, D, d.j, D
Loop and setup No.2: 236K, D, d.j, D, D, d.j, D

With loop No.1 I can’t seem to get any more Dust’s in. I was wondering, has anyone managed to continue that particular loop and setup further than I’ve managed? If not I’ll just leave it to that and finish it off.

With loop No.2 there looks like there’s room for more dusts, but the opponent moves too high. Either that or I’m not dusting soon enough(I can’t manage to catch them before they recover). Do you think super jumping might be the answer to carryng on the loop further? Also again, has anyone managed to continue it?

Thanks, DD.

Unsmart: I’ve been practicing dustloops for a while now, the simple j.D works like a charm on most chars, but I’m attempting to get dash jumpdusts perfectly.

For anyone that never ever got to an dust loop faq or something, foolproof looping would be (dash)j.D, j.D where the first j.D hits on the way up and the second somewhere on the way down.

I got something that might work better on jam, and maybe even on may:

On jam; when you start your loop in such a way that the first 2 dusts are started of a forward dash you seem to be able keep doing it. So for example after the GF,FRC,BB and after the command throw(as long as you have a hitstun long enough). From there 669j.D,j.D and repeat as often as you can. Other things I tried on Jam is f.P,HS,j.D,j.D,sj.D,j.D, but the j.d after that fails to hit due to recovery, eventhough it gives her the right fallspeed. So if you might fuck up somewhere and get into regular j.Ds you might wanna try a sj and see if your opponent falls for it. After that you should be able to get in a dash j.D j.D loop.

I think the Dust Loop has become terribly overrated in #R. Its probably cost a lot of people matches because they botched it.

Learn to do it. It helps with getting your juggle skills down. But in a real match you only get 1 or 2 reps, and then get the knockdown. Don’t give your opponent a chance to escape. You don’t want miss and get air throw into the corner by Johnny or somethin.

Get damage and get a knockdown.

I’m intending to get 8 hits in(something like 200 dmg by itself)